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torgo

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  1. Re: How would you build this "enchant" power If you check the Rules Forum you'll see that I asked Steve this very question. The answer was that aid needs to be bought for each power seperately. RKA is not the same as HKA which in turn is not the same as HA, and thus the aid needs to be purchased for each. But thanks for the thoughts and reply.
  2. Re: How would you build this "enchant" power
  3. ...in regards to Aid? If I want to aid a killing attack, do I have to buy the aid twice if I want it to effect both ranged and hand-to-hand killing attacks?
  4. I have a player who wants to be able to add damage to anyone's weapon (15 active points worth) and continue to add damage as long as he keeps paying END. The tricky part here is that he wants it to be ANY weapon (well, at least any traditional weapon like a sword, a club, or an arrow) and different weapons do different types of damage. I have suggested he buy it as a multipower with several versions of succor using the standard effect rule, and since succor, as per the FAQ, has no maximum as Aid does, a small limitaion to stop multiple succors to the same weapon. What do you all think? Is this valid? is there a better way of dealing with this? Have I left anything out? 14 Enchant Weapon: Multipower, 25-point reserve, (25 Active Points); all slots OIF (object of opportunity: any weapon; -1/2), Limited Power (No multiple applications; -1/4) 1u 1) Succor HA 5d6 (standard effect: 15 points) (25 Active Points) 1u 2) Succor HKA 5d6 (standard effect: 15 points) (25 Active Points) 1u 3) Succor RKA 5d6 (standard effect: 15 points) (25 Active Points)
  5. Which one takes priority? If a chracter is under the effect of Berserker Fury as written in FH, and is Struck with fear (PRE Drain) so that his PRE is reduced below zero, does the character run away if he fails a PRE roll, or does he still attack the nearest moving thing? Does the order in which the two are applied make any difference? For example let's say the fear is what triggered a Berserker Fury. As always, thankseversomuchinadvance!
  6. is the range of damage for a 1d6-1 attack 1-5 (like the stun multiplier for a KA) or 0-5?
  7. why are these both 10 ponts/the same damage class? 1/2d6 does 1-3 while 1d6-1 does 1-5. Whats up with that? Why would you ever choose to take a half die as opposed to the clearly better 1d6-1 for the same cost?
  8. Ok, sorry, Fred actually answered most of my grab questions. I'm bad and wrong. The only thing that now seems weird to me is... the grabber (of one limb) is at half DCV (generally). The grabee is at -3 to hit the grabber. Is the grabber at half DCV against the grabee? example: character A (CV 4) does a grappling block on character B (CV 4) and succeeds. Barring any skill levels B tries to attack A with his free hand. B will hit on 10-. 11+(4-3)-(4/2) Please disregard my previous barrage of pointless questions (unless you feel some of them are not pointless )
  9. What about adding +1 DEF on a activation roll of 8- for studded variants of leather armors, for those that like it regardless of historical accuracy? After all, lots of things in the fantasy genre are not historically accurate. ...Before Martin Luther can nail his Ninety-Five Theses to the door of the Wittenberg Church and start the Reformation he is struck with a Magic Missile? Huh?
  10. So now I have an opponent grabbed by one arm. Are we both free to attack each other with our free arms? Am I at half DCV (standard grab penalty) but do not have to roll to attack my opponent (also standard grab rule)? Or does the "no new attack roll" rule only apply to squeezing. If so, is my grabbed opponent at half DCV against me? Does my grabbed opponent get to attack me? If so, Since I am at half DCV for grabbing someone this puts my grabbed attacker at an advantage. Is there no penalty for my oppnent to hit me? At this point I would have to wonder why I would ever use this maneuver as it would be tactically disadvantageous. Am I missing something? thanks.
  11. I've looked in the FAQ, Fred, UMA and FH but can't find anywhere where it says exactly what the combat modifiers are for grabbing one limb, and having one limb grabbed. I hold my phase and wait for my opponent to attack. As he attacks, I do a Grappling block and succeed. Now I'm holding my oppenents arm with one hand. what are our CV modifiers relative to each other and what are our CV modifiers relative to everyone else? Is this treated, essentially, like a Bind?
  12. this is how I ended up building the summon missile power and the homing missiles themselves. Let me know if there's a better way, or if I've done anything wrong. the summon: Summon 225-point Guided missile, 16 Charges (+0), Amicable Slavishly Devoted (+1) (90 Active Points) The missile: Val Char Cost 0 STR -10 38 DEX 84 0 CON -20 1 BODY -18 14 INT 4 0 EGO 0 0 PRE -10 0 COM -5 0 PD 0 0 ED 0 6 SPD 12 0 REC 0 0 END 0 0" RUN -12 0" SWIM -2 0" LEAP 0 Characteristics Cost: 23 Cost Power 45 Automaton (Takes No STUN (loses abilities when takes BODY)) 10 Endurance Reserve (100 END, 0 REC) 56 Killing Attack - Hand-To-Hand 4d6 (vs. ED), Trigger: body damage (Misfire +1/4), Explosion (+1/2), Reduced Endurance 0 END (+1/2), Damage Shield (+1/2), Offensive (+1/4), Continuous (+1) (240 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (-2), No STR Bonus (-1/2), Only works with successful move-through (-1/2), Only full effect (-1/4) 12 +6 with Flight 50 Flight 40", Usable Underwater (+1/4) (100 Active Points); No deceleration (-1/2), No Noncombat Movement (-1/4), Only full effect (-1/4) (uses END Reserve) 24 Detect target 16-, Increased Arc of Perception: 360-Degree, Sense, Targeting Sense 5 Infrared Perception Powers Cost: 202 Total Character Cost: 225 Pts. Disadvantage 100 Just a guided missile and all that that implies Disadvantage Points: 100 Base Points: 125
  13. Forgive my ignorance, but I don't know what the USPD is.
  14. I like the summon idea and might actually use it. how would y'all recommend building the summoned missiles?
  15. Actually, there's no need to chime in on the question in my last post. 5E pg 69 column two states in no uncertain terms that maintaining a constant power does not require a 1/2 phase and after the power is activated you may make any action you like, on your next phase, as long as you maintain LoS and pay any appropriate END.
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